User prompt
Make the text smaller, but still visible to the player.
User prompt
Make sure the text is clearly visible on the screen.
User prompt
Enlarge the message text so that it covers most of the screen and is clearly visible to the player
User prompt
On the screen where the game starts, display this message for a short time: "To give items to customers, first click on the item, then click on the customer." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Change the "SKORE" text to white
User prompt
Write the "Score" text in pixel art style
User prompt
Write the "Score" text in pixel art style
User prompt
Add a new item to the game. That item should be a separate asset, and the item should be water
User prompt
Increase the size of the orders inside the speech bubble
User prompt
Space out the items and inventory slots to the right
User prompt
Move the speech bubble and the bar significantly midher.
User prompt
Move the speech bubble and the bar significantly higher.
User prompt
Move the customer downward
User prompt
Shift the bar even higher
User prompt
Place the patience bar above the speech bubble
User prompt
Move the bar and the bubble further up
User prompt
Move the bar and request bubble slightly higher.
User prompt
Add one more product as a separate asset: Yogurt
User prompt
Add one more product as a separate asset: Egg
User prompt
Move customers, bench, and item slots slightly lower.
User prompt
Remove the products from the bench and move the customers significantly upward
User prompt
Lower the bench significantly, and place the inventory slots on top of it
User prompt
There should be market items on the bench, and it should be positioned lower
User prompt
There should be a bench where the items are placed, and it should be a separate asset.
User prompt
Each of the 3 customers should contain a different asset
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Customer = Container.expand(function (customerType) { var self = Container.call(this); // Set customer type (default to type 1 if not specified) self.customerType = customerType || 1; // Set patience based on customer type if (self.customerType === 1) { self.maxPatience = 12000; // 12 seconds (unchanged) } else if (self.customerType === 2) { self.maxPatience = 6000; // 6 seconds } else if (self.customerType === 3) { self.maxPatience = Infinity; // No time limit } self.patience = self.maxPatience; self.requestedProduct = productTypes[Math.floor(Math.random() * productTypes.length)]; self.served = false; // Create different appearances based on customer type var customerGraphic; if (self.customerType === 1) { // Original blue customer customerGraphic = self.attachAsset('customer', { anchorX: 0.5, anchorY: 1.0 }); } else if (self.customerType === 2) { // Red customer for impatient type customerGraphic = self.attachAsset('customer2', { anchorX: 0.5, anchorY: 1.0 }); } else if (self.customerType === 3) { // Green customer for patient type customerGraphic = self.attachAsset('customer3', { anchorX: 0.5, anchorY: 1.0 }); } // Request bubble var bubbleBg = self.attachAsset('requestBubble', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -680 }); var requestedProductGraphic = self.addChild(new Product(self.requestedProduct)); requestedProductGraphic.x = 0; requestedProductGraphic.y = -680; requestedProductGraphic.scaleX = 1.2; requestedProductGraphic.scaleY = 1.2; // Patience bar background var patienceBarBg = self.attachAsset('patienceBarBg', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -800 }); // Patience bar var patienceBar = self.attachAsset('patienceBar', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -800 }); // Hide patience bar for customer type 3 (no time limit) if (self.customerType === 3) { patienceBarBg.visible = false; patienceBar.visible = false; } self.updatePatienceBar = function () { var patienceRatio = self.patience / self.maxPatience; patienceBar.scaleX = patienceRatio; // Change color based on patience level if (patienceRatio > 0.6) { patienceBar.tint = 0x00ff00; // Green } else if (patienceRatio > 0.3) { patienceBar.tint = 0xffff00; // Yellow } else { patienceBar.tint = 0xff0000; // Red } }; self.serve = function (productType) { if (self.served) return false; self.served = true; if (productType === self.requestedProduct) { // Correct order LK.setScore(LK.getScore() + 10); LK.getSound('correct').play(); LK.effects.flashObject(self, 0x00ff00, 300); return true; } else { // Wrong order LK.setScore(LK.getScore() - 5); LK.getSound('wrong').play(); LK.effects.flashObject(self, 0xff0000, 300); return false; } }; self.leave = function () { if (!self.served) { // Customer left without being served LK.setScore(LK.getScore() - 3); LK.getSound('customerLeave').play(); } }; self.down = function (x, y, obj) { if (selectedProduct && !self.served) { self.serve(selectedProduct); selectedProduct = null; // Remove customer after serving tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, onFinish: function onFinish() { removeCustomer(self); } }); } }; self.update = function () { if (self.served) return; // Only decrease patience for customer types 1 and 2 if (self.customerType !== 3) { self.patience -= 16.67; // Decrease patience (assuming 60 FPS) self.updatePatienceBar(); if (self.patience <= 0) { // Customer ran out of patience self.leave(); tween(self, { alpha: 0, x: self.x - 200 }, { duration: 500, onFinish: function onFinish() { removeCustomer(self); } }); } } }; return self; }); var InventorySlot = Container.expand(function (productType, slotIndex) { var self = Container.call(this); self.productType = productType; self.slotIndex = slotIndex; var slotBg = self.attachAsset('inventorySlot', { anchorX: 0.5, anchorY: 0.5 }); var product = self.addChild(new Product(productType)); self.down = function (x, y, obj) { selectedProduct = self.productType; // Visual feedback for selection tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100 }); }; return self; }); var Product = Container.expand(function (productType) { var self = Container.call(this); self.productType = productType; var productGraphic = self.attachAsset('product' + productType, { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf0f0f0 }); /**** * Game Code ****/ // Game variables var customers = []; var selectedProduct = null; var customerSpawnTimer = 0; var difficultyTimer = 0; var spawnRate = 180; // frames between spawns (3 seconds at 60fps) var productTypes = ['Apple', 'Bread', 'Milk', 'Cheese', 'Egg', 'Yogurt', 'Water']; // Score display var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xffffff, font: "Impact, 'Arial Black', Tahoma, Verdana, sans-serif" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create single background scene var background = game.addChild(LK.getAsset('shopBackground', { anchorX: 0.5, anchorY: 0, scaleX: 0.2048, scaleY: 0.272 })); background.x = 2048 / 2; background.y = 0; // Create counter var counter = game.addChild(LK.getAsset('counter', { anchorX: 0.5, anchorY: 0.5 })); counter.x = 2048 / 2; counter.y = 1600; // Position counter lower // Create bench for placing items var bench = game.addChild(LK.getAsset('bench', { anchorX: 0.5, anchorY: 0.5 })); bench.x = 2048 / 2; bench.y = 2000; // Position bench lower // Create inventory on top of the bench var inventoryY = bench.y - 100; // Position inventory above the bench var inventoryStartX = 2048 / 2 - productTypes.length * 220 / 2; for (var i = 0; i < productTypes.length; i++) { var slot = game.addChild(new InventorySlot(productTypes[i], i)); slot.x = inventoryStartX + i * 220; slot.y = inventoryY; } // Customer spawn positions (positioned behind counter) var customerPositions = [{ x: 400, y: 1450 }, { x: 800, y: 1450 }, { x: 1200, y: 1450 }, { x: 1600, y: 1450 }]; function spawnCustomer() { if (customers.length >= 4) return; // Max 4 customers at once // Queue system: find the leftmost available position var targetPosition = null; for (var i = 0; i < customerPositions.length; i++) { var positionTaken = false; for (var j = 0; j < customers.length; j++) { if (Math.abs(customers[j].x - customerPositions[i].x) < 50) { positionTaken = true; break; } } if (!positionTaken) { targetPosition = customerPositions[i]; break; // Take the first available position (leftmost) } } if (!targetPosition) return; // Randomly select customer type (1, 2, or 3) var customerType = Math.floor(Math.random() * 3) + 1; var customer = game.addChild(new Customer(customerType)); customer.x = targetPosition.x; customer.y = targetPosition.y; customer.alpha = 0; customers.push(customer); // Animate customer entrance tween(customer, { alpha: 1, y: targetPosition.y - 50 }, { duration: 500 }); } function removeCustomer(customer) { var index = customers.indexOf(customer); if (index > -1) { customers.splice(index, 1); customer.destroy(); // Move remaining customers forward in queue moveCustomersForward(); } } function moveCustomersForward() { // Sort customers by their current x position customers.sort(function (a, b) { return a.x - b.x; }); // Move each customer to the next available position from left to right for (var i = 0; i < customers.length; i++) { var targetX = customerPositions[i].x; if (Math.abs(customers[i].x - targetX) > 10) { // Animate customer moving to new position tween(customers[i], { x: targetX }, { duration: 300 }); } } } // Game update loop game.update = function () { // Update score display scoreTxt.setText('Score: ' + LK.getScore()); // Check game over condition if (LK.getScore() < 0) { LK.showGameOver(); return; } // Spawn customers customerSpawnTimer++; if (customerSpawnTimer >= spawnRate) { spawnCustomer(); customerSpawnTimer = 0; } // Increase difficulty over time difficultyTimer++; if (difficultyTimer >= 1800) { // Every 30 seconds spawnRate = Math.max(60, spawnRate - 20); // Minimum 1 second between spawns difficultyTimer = 0; } // Update customers for (var i = customers.length - 1; i >= 0; i--) { customers[i].update(); } }; // Display tutorial message at game start var tutorialText = new Text2('To give items to customers, first click on the item, then click on the customer.', { size: 80, fill: 0xffffff, font: "Impact, 'Arial Black', Tahoma, Verdana, sans-serif" }); tutorialText.anchor.set(0.5, 0.5); tutorialText.x = 2048 / 2; tutorialText.y = 1200; game.addChild(tutorialText); // Show tutorial message briefly then fade out tween(tutorialText, { alpha: 0 }, { duration: 3000, onFinish: function onFinish() { tutorialText.destroy(); } }); // Initialize game state LK.setScore(50); // Start with some buffer score;
===================================================================
--- original.js
+++ change.js
@@ -344,17 +344,15 @@
}
};
// Display tutorial message at game start
var tutorialText = new Text2('To give items to customers, first click on the item, then click on the customer.', {
- size: 180,
+ size: 80,
fill: 0xffffff,
font: "Impact, 'Arial Black', Tahoma, Verdana, sans-serif"
});
tutorialText.anchor.set(0.5, 0.5);
tutorialText.x = 2048 / 2;
tutorialText.y = 1200;
-tutorialText.scaleX = 1.5;
-tutorialText.scaleY = 1.5;
game.addChild(tutorialText);
// Show tutorial message briefly then fade out
tween(tutorialText, {
alpha: 0
pixelart, up side stone, down side plank, top down. In-Game asset. 2d. High contrast. No shadows
plank, pixelart. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixelart, bar, green. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixelart, bar, red. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixelart, man, half, villager. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
bench,plank,pixelart. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixelart, woman, half, villager. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
basket, top down, pixelart. In-Game asset. 2d. High contrast. No shadows
apple, pixelart. In-Game asset. 2d. High contrast. No shadows
Bread, pixelart. In-Game asset. 2d. High contrast. No shadows
cat human, pixel art, half, adventurer. In-Game asset. 2d. High contrast. No shadows
speek bubble, pixel arth.
Cheese, pixelart. In-Game asset. 2d. High contrast. No shadows
egg,pixelart. In-Game asset. 2d. High contrast. No shadows
milk bucketi pixel art. In-Game asset. 2d. High contrast. No shadows
yogurt bucket, pixelart. In-Game asset. 2d. High contrast. No shadows
iron bucket, pixelart, water. In-Game asset. 2d. High contrast. No shadows